♥ Welcome to Hell! ♥


Paradise Lost is a semi-casual urban fantasy RP group that draws inspiration from fandoms such as Supernatural, Dungeons & Dragons, and 9 R.I.P.
The group welcomes artists and writers alike.

Take your time to look around.
We hope to see you soon!


[ 21+ | Semi-Casual | Urban Fantasy | Supernatural | Dark Themes | Player-Driven Plot ]


[ ⛧ The Setting ⛧ ]

Paradise Lost isn’t just a city - it’s survival, chaos, and opportunity all at once. Whether you were born here, ended up in the underworld after death, or stumbled in by accident, one thing’s for sure: you’re here now, and there’s no way back.In Paradise Lost, you make your own way. Will you fight to keep the Erosion at bay, dig into the mysteries of the Maw, or just try to survive in the city’s unforgiving streets? Maybe you’re a warrior holding the line, a researcher hunting for answers, or just someone trying to get by. Whatever your path, your choices shape the world around you.The city’s changing, and no one knows what comes next. Will you rise to meet it - or be swallowed by the chaos?



[ ⛧ Earth ⛧ ]

Earth is on the edge of a technological boom. Sleek computers and buzzing cell phones are becoming part of daily life, but analogue habits - like landlines and tape decks - are still hanging on. Cities are expanding, with towering skyscrapers, crowded malls, and internet cafés filled with the hum of dial-up modems and the laughter of friends playing LAN games. It’s a world caught in transition, caught between the edges of the past and the growing possibilities of the future.But something feels…off. Old urban legends that once filled dusty library books are starting to resurface, only now they’re spreading in online chatrooms and whispered about in forgotten corners of the internet. Grainy videos show strange flickering shadows in subway stations. Cryptic symbols are popping up as graffiti on walls around the city, and the local news keeps reporting strange disappearances that no one can explain.Technology isn’t advanced enough to make sense of the strangeness, but it’s enough to amplify it. Scientists dismiss rumours of dimensional tears as nonsense, but a few brave (or foolish) people - paranormal enthusiasts, conspiracy theorists, and rogue investigators - are starting to connect the dots. They’re starting to uncover an unsettling truth: the veil between Earth and the underworld is thinning, breaking in places where the two worlds were never meant to meet. As cities expand into forgotten, untouched places, something ancient and angry is stirring. The barriers between worlds are breaking, and the shadows are starting to slip through.



[ ⛧ The Underworld ⛧ ]

The underworld is a massive, urban sprawl - a surreal, endless city that is both functional and chaotic. It’s a place of towering skyscrapers made of obsidian, districts that pulse with glowing runes, and streets lit by eerie, flickering lights. The city itself is alive in a way - its architecture twists and shifts subtly over time, almost as if the city is watching its inhabitants. While it resembles a modern human metropolis in terms of structure and organisation (districts, transportation, infrastructure), it operates by its own rules and systems, tied to soul energy, infernal magic, and the unique needs of its demon inhabitants.At the centre of Paradise Lost stands the King, an enigmatic and terrifying ruler whose presence commands absolute authority over the entire underworld. No one has ever seen the King - at least, no one who lived to tell the tale. Only the faction leaders claim to have any contact with him, but even they remain silent about what they know. Some say they don’t even meet with him directly, only receiving his commands through whispers, runes, or shadowy messengers.Some believe the King is an ancient demon, older than the underworld itself. Others whisper that he’s the very first sinner cast into the underworld, cursed to rule for eternity. And still, others claim the King isn’t a person at all, but a manifestation of Paradise Lost - a living embodiment of the city, tied to its survival and the flow of soul energy.



[ ⛧ Locations ⛧ ]

Paradise Lost is divided into three distinct rings: the Outer Ring, the Middle Ring, and the Inner Ring at the city’s heart. Each ring has its own distinct atmosphere and purpose, reflecting the city’s stark divisions. The Outer Ring is home to the lower class and the desperate, where survival is a daily struggle amid crumbling ruins and encroaching void. The Middle Ring serves as the bustling core of the city, a chaotic hub for the working class, industry, and trade. Finally, the Inner Ring exudes an oppressive grandeur, reserved for the powerful elite and faction leaders.Connecting them all is the River Styx, a dark, winding waterway that pulses with eerie light. Said to carry the whispers of lost souls, it serves as both a lifeline and a warning, its currents weaving through the city like veins through a decaying body.



The Outer Ring
The Outer Ring is the first line of defence against the Erosion and the most unstable part of Paradise Lost. Many areas are crumbling, decayed, or outright consumed by the void, leaving behind fractured ruins and desperate survivors. Those who live here do so out of necessity, recklessness, or sheer stubbornness, scavenging for resources while avoiding the horrors that lurk in the shadows.The Abyssal Edge
The farthest district of the Outer Ring, where the city meets the Maw. Streets end abruptly at the void’s edge, with entire chunks of the city swallowed into nothingness. Wardens patrol the borders, holding the line against Wretch incursions, but the battle is never truly won. The Abyssal Edge is a place of ruin and desperation, though some still risk venturing into its depths, seeking lost relics or forbidden knowledge.
The Shattered Slums
A sprawling, decayed district, home to the lowest rungs of Paradise Lost’s society. Buildings lean dangerously, riddled with cracks, while the streets are a maze of alleys, dead ends, and makeshift shelters. Crime is rampant, but so is resilience - gangs, smugglers, and outcasts carve out their own places here, finding ways to survive where no one else will.
The Bleeding Grounds
Once an execution site, now a lawless battleground. Broken buildings and abandoned arenas serve as impromptu fighting pits, where grudges are settled with bloodshed. Sinners, exiles, and the desperate gather here to test their strength, make wagers, or simply survive another day.
The Hollow Warrens
A vast network of underground tunnels and collapsed ruins where those seeking isolation or secrecy dwell. Some areas are barely habitable, plagued by flickering void corruption, but rumours persist of hidden enclaves and black-market dealings. Unlike the more organised trade in the Soul Bazaar, the dealings here are far more dangerous and unregulated - whispers speak of forbidden rituals, lost souls being auctioned off, and trades so vile that even the underworld turns a blind eye. Those who venture too deep either know exactly what they’re looking for - or don’t come back at all.



The Middle Ring
The Middle Ring is the beating heart of Paradise Lost, where the majority of its inhabitants live, work, and fight for power. It is chaotic, industrial, and filled with hustlers, traders, and warriors, all vying for survival and status in the ever-shifting social hierarchy.The Soul Bazaar
The largest marketplace in Paradise Lost, where souls are traded like currency. The Bazaar is a loud, sprawling district where demons barter for vials of soul energy. It’s also the centre of the city’s black market, with smugglers and criminal syndicates operating openly under the noses of the faction enforcers.
The Obsidian Circuit
The industrial powerhouse of the Middle Ring, filled with massive forges, factories, and workshops. Here, weapons, tools, and barriers are crafted to fight the Erosion. The streets are filled with the clang of metal, the glow of molten soul energy, and the hiss of steam, as artisans and engineers push the limits of what the underworld can create.
The Gloam Wards
A densely packed residential district, home to the city’s working class. Towering tenements cast deep shadows over the narrow streets, and while crime is common, there is also a sense of community - gangs and local leaders enforce their own rules, protecting those who belong.
The Faction Strongholds
Each of the four factions - Wardens, Seekers, Artificers, and Stitchers - has its headquarters in the Middle Ring. These fortified strongholds serve as training grounds, research hubs, and command centres, where members gather to plan missions, study the Erosion, and grow their influence. While officially neutral ground, rivalries and tensions between factions run high.
The Phantom’s Crossing
A decaying bridge district suspended over the River Styx. Once a major trading hub, it has fallen into disrepair, its structures half-collapsed and haunted by echoes of the past. Despite its dangers, it remains a crucial crossing point, its broken roads offering access between districts that would otherwise be cut off.



The Inner Ring
The Inner Ring is the seat of power in Paradise Lost, a stark contrast to the chaos of the outer districts. It is a place of grandeur and menace, where the city’s elite reside and the King’s influence is strongest. The air here is heavier, the shadows darker, and the very streets seem to hum with soul energy. Access to the Inner Ring is tightly controlled, and few are allowed to enter without purpose.The Spire of Beginnings
The towering heart of Paradise Lost and the King’s domain. Its obsidian walls pulse with ancient runes, and few ever enter - fewer still leave. It is said that those who approach can feel their very being being weighed, and that the Spire itself is watching.
The Cradle of Echoes
A hauntingly beautiful district where memories, emotions, and fragments of lost souls seem to linger in the air. The Cradle is eerily quiet, its streets lined with statues and monuments that seem to whisper if you get too close.
The Veil Market
A secretive, high-stakes market reserved for the elite. Only the most rare and powerful artifacts are sold here - ancient relics, high-grade soul energy, and…other wares. Deals are made behind closed doors, and betrayal is swiftly punished.
The Ebon Courts
The luxurious residences of the city’s most powerful figures, including the faction leaders. Gilded fortresses and sprawling estates stand as symbols of power and influence, though behind their pristine facades, political backstabbing and quiet wars rage.
The Umbral Archive
A vast, dimly lit labyrinth of records, tomes, and forgotten knowledge hidden deep within the Inner Ring. It is said to house records dating back to the earliest days of the underworld, perhaps even before the King’s rule. Only a select few are permitted entry, and even they tread carefully. The deeper one ventures, the more reality seems to blur - stories say that some who go in searching for answers lose themselves among the texts, becoming part of the Archive itself.



The River Styx
The River Styx winds through all three rings, a dark, sluggish current that glows with an eerie, pulsing light. Its waters are said to carry fragments of lost souls, their whispers echoing from below. While it serves as a vital transport route, few dare to look too deeply into its depths. Contact with the water should be avoided at all costs - those who touch it often experience confusion, intrusive whispers, or fleeting visions of lives that aren’t their own. Prolonged exposure is far worse, leading to memory loss, disorientation, and, in the worst cases, a complete unravelling of one’s sense of self. Some say the Styx doesn’t just wash things away - it takes.



[ ⛧ The Story ⛧ ]

The Creation of the Underworld
(An Unknown Eternity Ago)
The underworld was born out of the residual energy of life and death, a parallel dimension shaped by the accumulation of souls. It wasn’t created by Gods, but rather formed as a natural consequence of the cycle of life, death, and sin in the mortal world. At its core was Paradise Lost, a sprawling city that served as the heart of the underworld and the final destination for souls burdened by darkness.Paradise Lost wasn’t just a place of punishment - it was its own living, breathing world. A chaotic city where sinners, demons, and all sorts of strange beings coexisted, each trying to carve out their place in the madness. The entire city ran on soul energy - it powered everything, from the bustling trade in the Soul Bazaar to the flickering lights on the crooked streets.



The Age of Stability
(For Countless Millennia)
For as long as anyone could remember, Paradise Lost stood as the unshakable hub of the underworld. The city thrived on its own twisted logic, where power, cunning, and survival dictated life. The factions that ruled Paradise Lost maintained a fragile order, and the flow of soul energy ensured the city's chaotic ecosystem remained intact.Beyond the city limits, however, the rest of the underworld was a shifting expanse of darkness, dotted with forgotten ruins and remnants of places that no longer mattered. The Maw - a massive, swirling abyss at the edge of reality - had always loomed in the distance, but it was seen as a constant, something to be avoided but not feared. The Maw was simply part of the underworld's nature, existing as long as the city itself.Though the underworld was harsh and unforgiving, it was stable. The balance between the mortal world and the underworld remained undisturbed.



The Beginning of the Erosion
(5 Years Ago)
Everything changed when the first cracks appeared. It started on the outskirts of Paradise Lost - a single, jagged fracture in the cobblestones of a forgotten street. At first, it was dismissed as another quirk of the city’s strange, living architecture. But then the cracks began to spread. Entire streets crumbled into black voids, and a strange, corrosive energy started seeping into the edges of the city.From these cracks came the Wretches - twisted, chaotic creatures born from the void. They emerged in small numbers at first, wandering aimlessly and attacking anything they came across. But soon, they began to multiply, growing in strength and number, pushing deeper into Paradise Lost. The edges of the city fell into chaos, and survivors fled toward the safer districts.The Maw, which had once been a distant and unchanging presence, seemed to be growing. Its influence was no longer confined to the outskirts - it was spreading. The people of Paradise Lost realised that this was not just a natural phenomenon. Something had changed, and the barriers between worlds - between the underworld, the mortal realm, and the void - were beginning to break.



A City on the Brink
(Present)
Life in Paradise Lost hasn’t stopped, though it’s far from normal. The Erosion is ever-present, a creeping threat that no one can ignore, but the city’s inhabitants have learnt to adapt. Factions have shifted their focus, working to protect key districts, secure resources, and fend off the Wretches that slip through the cracks. Yet, that’s not the only thing stirring in the city - it’s been weeks since anyone heard from the King. Even the faction leaders, the only ones who ever had contact with him, haven’t been able to reach him. His silence has left a void at the top, throwing the city’s already fragile balance into turmoil. Rumours of betrayal, power grabs, and hidden agendas are running wild, feeding the growing tension.As the cracks inch closer to the city's heart and Wretches grow bolder, the weight of the Erosion presses heavier than ever. For now, Paradise Lost clings to its crumbling foundations, but the strain is becoming impossible to ignore - and it’s only a matter of time before the fragile unity shatters completely.



[ ⛧ The Inhabitants ⛧ ]

The denizens of Paradise Lost are as diverse as the city itself, with beings of all shapes, origins, and purposes calling the underworld home. The following sections provide an overview of the species and entities most commonly found within the city, along with their notable traits and characteristics. These descriptions reflect general tendencies within each species, but remember: no two denizens in Paradise Lost are exactly alike. After all, in a world built on chaos and survival, individuality is everything.



[ ⛧ Humans ⛧ ]
Rare

Humans don’t belong in the underworld - at least, not while they’re still alive. Unlike demons, living beings are not part of Paradise Lost’s natural population. However, on rare occasions, humans stumble through thin veils between the realms, finding themselves trapped in the underworld. Their presence is unnatural, yet tantalising to the denizens of the city, as humans bring something no one else does: souls.Most humans who find their way into Paradise Lost are soulful, meaning they still carry the essence of life within them - a warm, flickering glow of vitality that sets them apart from the cold-blooded beings of the underworld. Their warmth is tangible, and to demons and other entities, they are seen as walking treasures. A soulful human’s soul is incredibly valuable, sought after in deals, trades, and consumption. However, their warmth and soul make them prime targets, hunted by demons eager to claim their essence for power or survival.Some humans, however, end up losing their souls. Whether through bargains with demons, desperate trades for survival, or simply being tricked, a human who loses their soul becomes soulless. While they still retain their humanity on the surface, soulless humans are fundamentally changed: they lose their body warmth, becoming as cold as the other denizens of the underworld; their emotional range diminishes, leaving them somewhat apathetic and disconnected, though fully functional; and without the burden - or light - of their soul, they are no longer hunted by demons, but they may struggle to retain a sense of purpose or identity. Despite their altered state, soulless humans are fully capable of surviving and adapting to life in the underworld. They may even carve out new roles for themselves, as they are no longer bound by the vulnerabilities of being soulful.Soulful humans typically live for 80-100 years, as they remain bound by mortal lifespans unless their soul is drained or consumed prematurely. Soulless humans, however, live significantly longer, often reaching 100-120 years or more. They also appear to age more slowly, their lack of a soul seemingly delaying the natural process of ageing.


Required➤ natural skin colour
➤ regular pupils (soulful)
➤ pupilless eyes (soulless)
➤ white scleras

Permitted➤ any hair colour
➤ any eye colour

Not Allowed➤ neon colours
➤ unnatural skin colours


[ ⛧ Sinners ⛧ ]
Common

When a sinner dies on Earth, they are reborn in the underworld to atone for their sins. Their soul is pulled into Paradise Lost, where they wake at the same age they were when they died. From that moment, they stop ageing physically, trapped in the body they had at the end of their mortal life. While they don’t grow older, their existence in the underworld is far from timeless - sinners can be killed by demons, Wretches, or even the Maw itself. Otherwise, they live on, burdened by the weight of their sins.Every sinner is marked with the Mark of Sin, a glowing sigil burnt into their skin at the moment of their arrival. The mark is the same for everyone, no matter their crimes, a constant reminder of why they’re here. Alongside the mark, each sinner is issued a personalised dog tag, also called Soul Tag. The tag bears their name, a record of their sins, and a binding sigil that ties them to the laws of the underworld. It’s both their identifier and their tether to Paradise Lost. Losing it or tampering with it is an offence punishable by banishment to the void - or worse.Rumours have it that sinners who work hard enough, repent for their sins, and prove themselves might earn the chance to return to Earth. Some say they can regain their soul and start fresh, reborn into the mortal world. But there’s no proof this is true. No sinner has ever come back to confirm it, and there’s no guide or manual for how to achieve it. Still, for many, this rumour is enough to keep them going.Sinners exist in a strange in-between state - neither alive nor dead. Their bodies are cold, their pulses faint, and their souls are no longer whole. Instead, only a remnant of their soul burns faintly within them, like a dying ember, fuelling their continued existence. While they no longer age physically, their time in the underworld is not infinite. Most sinners endure for 150-180 years, but when their time runs out, the last fragment of their soul is finally consumed by the underworld, dissolving into its essence.


Required➤ natural skin colour
➤ Mark of Sin
➤ Soul Tag
➤ white scleras

Permitted➤ any hair colour
➤ any eye colour
➤ any colour for the Mark of Sin

Not Allowed➤ neon colours
➤ unnatural skin colours


[ ⛧ Demons ⛧ ]
Common

Demons are the backbone of Paradise Lost, making up the majority of the underworld’s population. No one knows exactly where demons first came from, but many believe they were born in the earliest days of the underworld, forged from extreme emotions like rage, despair, or envy. Whatever their origins, demons are the natural inhabitants of Paradise Lost, bound to its essence in ways no other beings are.Demons thrive in the chaos of the city, carving out lives for themselves through cunning, strength, or sheer determination. They take on countless roles - merchants, enforcers, smugglers, and more - filling the positions that keep the city running. While some demons rise to power, others are content to simply survive. Their society mirrors the city’s fractured, ruthless nature: chaotic but adaptable, with survival often depending on strength, wit, or alliances.Unlike humans or sinners, demons have no soul. Instead, they are fuelled by the flow of energy in the underworld, absorbing it through food, drink, or their surroundings. Stronger demons often seek out raw soul energy to maintain or enhance their power, which drives much of the city’s economy.Demons age much slower than mortals, reaching maturity in their 30s or 40s before their ageing slows significantly. Most demons live for 180-200 years, though their forms often change over time - some becoming refined and powerful, others twisting into grotesque shapes. When demons die, their essence returns to the underworld, contributing to its endless cycle of creation and destruction.


Required➤ non-furry tail (leathery/boney)
➤ horn(s)
➤ short, pointy ears

Permitted➤ any skin colour
➤ any hair colour
➤ any eye colour
➤ any sclera colour
➤ leathery or boney wings
➤ claws
➤ slitted eyes
➤ tail with furry tuft
➤ forked tongue
➤ digitigrade legs or hooves
➤ second pair of eyes

Not Allowed➤ neon colours
➤ long ears, round ears
➤ more than 1 tail
➤ bug or feather wings
➤ furry tail
➤ more than 4 wings
➤ more than 4 eyes
➤ more than 6 horns
➤ large, branching antlers
➤ multiple sets of limbs


[ ⛧ Beastfolk ⛧ ]
Common

Beastfolk are nearly as old as demons, among the first inhabitants of the underworld. Ancient stories say they were once primal creatures, untamed and wild, roaming the raw chaos of the realm before adapting to the growing culture of Paradise Lost. Over time, they evolved into what they are now, their forms blending humanoid and animalistic traits. Fur, scales, claws, tails, and sharp fangs are common features, with each Beastfolk reflecting the traits of their lineage - whether lupin, feline, reptilian, avian, or otherwise. Unlike Shifters, Beastfolk cannot take on fully human or animal forms. Their anthro-like bodies are a permanent reflection of their primal heritage.Many Beastfolk live in tightly knit communities, often found in the Outer and Middle Rings of the city. These tribal-like groups prioritise loyalty, survival, and shared purpose. Others, however, have integrated into the broader chaos of Paradise Lost, carving out lives as hunters, scavengers, fighters, or independent craftsmen. While some align with factions, many remain fiercely independent, valuing their freedom above all else.Beastfolk age much slower than mortals, reaching physical maturity in their 20s or 30s before their ageing process slows significantly. Most live for 150-200 years, though their lifespan is often influenced by their physical health and environment. Unlike demons, who may twist or evolve as they grow older, Beastfolk retain stable forms throughout their lives, their resilience reflecting their animalistic roots. However, their physical abilities often wane in later years, making old age a rare achievement in the dangerous streets of Paradise Lost.When Beastfolk die, their essence doesn’t dissolve into the underworld like that of demons. Instead, their bodies are said to return to the primal energy of the realm, feeding the natural cycles of the underworld. Some believe their spirits linger in the wild, forgotten places beyond the city, watching over their descendants or merging with the remnants of the first great creatures that once ruled the realm.


Required➤ anthro-like appearance
➤ fully covered in fur/scales/feathers/etc.
➤ features that fit the animal/beast they're related to

Permitted➤ any skin colour
➤ any hair colour
➤ any eye colour
➤ any sclera colour
➤ multiple pairs of eyes
➤ wings
➤ multiple sets of limbs
➤ digitigrade legs, hooves, talons

Not Allowed➤ neon colours
➤ too human-like appearance
➤ features from different animals/beasts
➤ features from mythological creatures


[ ⛧ Shifters ⛧ ]
Uncommon

Shifters are the result of cross-breeding between Beastfolk and other underworld species, such as demons or other natives of Paradise Lost. In their natural form, Shifters appear mostly human, with subtle beast-like traits such as sharp eyes, pointed ears, clawed hands, or faint patches of fur or scales. However, their defining trait is their ability to shift into a beast counterpart at will.Unlike Beastfolk, whose animalistic features are permanent and tied to their primal strength, Shifters are less physically imposing and lack the raw ferocity of their ancestors. Their beast forms are smaller and less fearsome, often reflecting diluted or simplified versions of the primal creatures Beastfolk embody. This makes them less powerful and respected than Beastfolk, but their ability to move fluidly between forms gives them a degree of adaptability that others lack.Shifters occupy an awkward place in underworld society. They don’t fully belong to the Beastfolk, who often see them as weak imitations of their lineage, or to demons, who view them as little more than labourers or curiosities. However, over the centuries, Shifters have slowly established themselves in the chaotic ecosystem of Paradise Lost. While they are often at the bottom of the social ladder, alongside sinners, they’ve become an indispensable part of the city. Many work as labourers, couriers, or artisans, their ability to shift between forms making them useful for a variety of tasks. Some align with factions to climb the ranks, though they rarely achieve positions of real power.Shifters age similarly to mortals, though they live slightly longer due to their Beastfolk ancestry. Most Shifters reach maturity in their 20s and live for 120-150 years, depending on their physical and environmental circumstances. Their ability to shift forms does not grant them the same longevity or resilience as Beastfolk, and their bodies are more susceptible to wear and tear.


Required➤ mostly human appearance
➤ features that fit the animal/beast they're related to
➤ white scleras

Permitted➤ any skin colour
➤ any hair colour
➤ any eye colour
➤ wings, not capable of flight (human form)
➤ multiple pairs of eyes
➤ tails, horns, whiskers, toe beans, animal ears, fangs, retractable claws, unusual tongues, unusual pupils, etc.
➤ talons

Not Allowed➤ neon colours
➤ two pairs of ears
➤ multiple sets of limbs
➤ digitigrade legs, hooves
➤ wings, capable of flight (human form)
➤ features from different animals/beasts
➤ features from mythological creatures


[ ⛧ Concubi ⛧ ]
Uncommon

Concubi are an uncommon part of the underworld, born randomly to demons without any clear explanation. Unlike their more imposing demon kin, Concubi have a more tame appearance, with fewer monstrous traits and a natural charm that often sets them apart. They are also known as Succubi or Incubi, though the terms don’t refer to sex or gender but rather their demeanour - Succubi tend to be more enticing and submissive, while Incubi are often dominant or assertive. However, many Concubi shift between these roles depending on the situation.What makes Concubi truly unique is their Hunger - an insatiable need to feed on a specific type of essence in order to survive. While many are infamous for feeding on lust, their cravings can vary wildly. A Concubus might feed on dreams, emotions (like joy, fear, or anger), ambition, creative inspiration, or even souls. This preference is fixed at birth, unchangeable, and deeply tied to their identity. Without regularly feeding, Concubi weaken and eventually fade.While their Hunger drives them, it also grants them powers related to their preference. A Concubus who feeds on dreams might influence or enter them, while one who craves despair may heighten others’ misery to fuel themselves. Their abilities make them invaluable, but also distrusted.While resourceful and highly adaptable, they exist on the fringes, caught between usefulness and suspicion. Even Demons and Beastfolk see them as manipulative and untrustworthy. Most Concubi carve out roles as entertainers, spies, or brokers, thriving on their charm and ability to read and influence others. Despite this, they’re often regarded as outsiders, existing at the edges of respectability.Concubi live slightly shorter lives than demons, typically 120-150 years, though exceptionally strong or well-fed ones may reach 180 years. Their ageing slows dramatically once they reach maturity, but their lifespan is directly tied to how well they manage their Hunger.


Required➤ natural skin colour
➤ long, pointy ears
➤ horn(s)
➤ a set of non-furry tails (leathery/boney)

Permitted➤ any hair colour
➤ any eye colour
➤ dark scleras
➤ funky pupils
➤ forked tongue
➤ tails with furry tufts

Not Allowed➤ neon colours
➤ unnatural skin colours
➤ fully furry tails
➤ more than 2 tails
➤ more than 6 horns
➤ large, branching antlers
➤ digitigrade legs or hooves
➤ multiple sets of limbs


[ ⛧ Bleeds ⛧ ]
Rare

Bleeds are the unnatural offspring of a human and an underworld native - a union that was never meant to be. Their existence is exceedingly rare, as the two species are fundamentally incompatible. Human bodies struggle to sustain a developing child of underworld origin, while the underworld native’s body often absorbs or rejects the hybrid before it can fully form. Because of this, Bleeds who survive to birth are incredibly uncommon, seen as accidents - outliers in a world that wasn’t built for them.A Bleed’s physical appearance reflects the chaotic clash of their parentage. Their features are distinctly asymmetrical, giving them an uncanny, pieced-together look. One ear might be furred while the other is human, mismatched eyes might have different pupils, and patches of fur, scales, or other traits might appear alongside bare skin. No two Bleeds look alike, but whatever form they take, it’s always clear they weren’t meant to exist. They appear trapped between two worlds, their bodies unable to fully reconcile the traits of their human and underworld lineage.Bleeds are also born without souls, a result of their conflicting heritage. Their human side was meant to carry a soul, but their underworld origin prevents them from having one. This absence leaves Bleeds with a constant, gnawing emptiness that they carry for their entire lives. It’s not a physical hunger but a deep, lingering sense of something missing - a void that can never truly be filled. Many Bleeds struggle with this emptiness, describing it as a quiet ache or a hollow feeling that never goes away, which drives some to desperation or despair.Even in the underworld, Bleeds are outcasts. Seen as freaks and mistakes, they are treated with even less respect than Sinners or Shifters. They are rarely taken seriously and are often ostracised, viewed as little more than curiosities or unwelcome reminders of something unnatural. Many Bleeds scrape by on the fringes of society, taking up harsh, menial roles to survive. Despite their circumstances, they have nowhere else to go - the human world has no place for them, and the underworld is the only home they’ve ever known, no matter how unkind it is.Bleeds have shorter lifespans than most underworld natives, rarely living beyond 100-120 years, making them more akin to soulless humans in longevity. They also age at a human rate, reaching maturity in their late teens or early 20s, though their physical asymmetry can cause health issues that further limit their lifespan.


Required➤ mostly human appearance
➤ unsymmetrical features

Permitted➤ any hair colour
➤ any eye colour
➤ any skin colour
➤ one discoloured sclera
➤ a pointy ear, a furry ear, patches of fur or scales, one funky eye, a horn, a clawed hand, a third eye

Not Allowed➤ neon colours
➤ tail(s)
➤ wings
➤ digitigrade legs or hooves
➤ multiple sets of limbs
➤ more than 3 eyes


[ ⛧ The Factions ⛧ ]

In the wake of the growing threat of the Maw and the Wretches, four factions emerged to take on the task of protecting Paradise Lost and finding a solution to the creeping Erosion. Each faction specialises in different methods of tackling the crisis. While the factions occasionally work together out of necessity, their cooperation is often strained by a sense of rivalry.These factions are the driving forces behind the city’s survival, each vying for power, influence, and credit as the "true saviours" of Paradise Lost. Their competition fuels innovation and progress, but it also creates tension and conflict, as faction leaders are as eager to outshine their rivals as they are to hold the city together. In Paradise Lost, alliances are fragile, and ambition is just as dangerous as the Erosion itself.



[ ⛧ The Wardens ⛧ ]

The Wardens are the frontline fighters and protectors of Paradise Lost. They guard the edges of the Maw where the Erosion is most active. Their primary responsibility is to hold the line, repel Wretch attacks, and prevent the Erosion from creeping further into the city. Wardens are the first responders to any breach, patrolling the borderlands tirelessly to ensure the safety of the city’s inhabitants. They are equipped with a variety of weapons and hardened by constant combat, making them some of the toughest warriors in the underworld. Beyond combat, Wardens also help evacuate vulnerable districts, protect key structures, and establish defensive barriers. Their work is gruelling, dangerous, and often thankless, but without them, Paradise Lost would fall to the Maw within days.



[ ⛧ The Seekers ⛧ ]

The Seekers are the explorers and scouts of the underworld. They venture into the heart of the Maw itself, navigating unstable terrain and facing unknown dangers to uncover valuable information. Their tasks include mapping corrupted areas, recovering lost relics, locating survivors, and investigating the mysteries of the Erosion. Seekers are the ones who brave the dark to search for potential weaknesses in the Maw or gather intelligence that could help slow the spread of the Erosion. Equipped with tools to traverse hazardous environments, they must rely on their wits, agility, and intuition to survive. While their missions are vital, they often operate alone or in small teams, leaving them vulnerable in the chaotic void. Seekers are both respected and pitied - few return unscathed, and many don’t return at all.



[ ⛧ The Artificers ⛧ ]

The Artificers are the inventors and researchers of Paradise Lost. They are tasked with creating tools, weapons, and solutions to fight the Erosion and defend the city. They study void energy, corrupted relics, and the nature of the Maw itself, searching for ways to harness its power or mitigate its destructive force. Their workshops are filled with dangerous experiments, from crafting void-resistant barriers to designing purification prototypes. Artificers also supply the other factions with essential equipment, from weapons for the Wardens to survival gear for the Seekers. While their innovations are crucial, their methods are often controversial - many push moral boundaries or dabble in risky experiments that could backfire catastrophically. Despite this, the Artificers remain a cornerstone of the city’s survival, their creations giving Paradise Lost a fighting chance against the chaos.



[ ⛧ The Stitchers ⛧ ]

The Stitchers are healers and restorers of Paradise Lost. They are responsible for tending to the wounded and patching up the destruction left in the wake of Wretch attacks. They travel through dangerous areas to provide medical care, triage fallen fighters, and salvage wrecked buildings and infrastructure. Stitchers are often seen as the heart of the city, offering hope and relief in the midst of despair. Armed with a mix of medical tools, improvised remedies, and sometimes magic, they work tirelessly to keep both the people and the city from falling apart. Beyond healing, Stitchers also help maintain morale, offering kindness and support to those struggling with the unrelenting horrors of the Erosion. Their compassion is their strength, but it also makes them vulnerable in a world that often values survival over sentiment.



[ ⛧ Voidblight ⛧ ]

Voidblight is a terrifying Maw-born disease spread by the Wretches, a physical manifestation of the Erosion’s creeping corruption. Little is known about its true nature, and even less about how to cure it. Voidblight isn’t just a sickness - it’s a slow, inevitable breakdown of a person’s body and mind, mirroring the way the Erosion devours Paradise Lost itself.The first signs of the Infection are subtle: blackened veins begin to spread beneath the skin, like tendrils of an unnatural growth. As it progresses, the markings deepen and branch outward, forming web-like patterns across the body. Cracks and lesions start to appear, oozing a faint, sticky black substance that sometimes glows faintly with eerie void energy. The infected areas feel cold and numb, as though they no longer belong to the victim. Some describe the sensation as their body being taken over from the inside out.As the disease worsens, mental deterioration begins. Infected individuals grow increasingly erratic, their thoughts clouded as the void eats away at their mind. The final stages of the Infection are the most horrifying - worst case, the disease completely takes over, and the infected transforms into something far worse than a corpse: a Voidling.Voidlings are twisted, corrupted beings that were once people, consumed entirely by the void energy of the Maw. Unlike Wretches, which seem to be naturally formed from the Erosion, Voidlings are born directly from the disease, their existence a grotesque reminder of its power. Their bodies are warped and monstrous, often retaining hints of who they once were - a familiar face hidden behind cracked, glowing skin, or a voice that echoes faintly beneath unnatural screeches.Voidlings are mindless and violent, drawn to the Maw and other corrupted areas like moths to a flame. Their creation is feared above all else, as every Voidling adds to the ranks of the Erosion's army. To prevent this, many infected are killed before the disease can reach its final stage - a grim mercy to spare them the loss of their humanity.There is currently no known cure for Voidblight, though certain medicines have been developed to slow the progression of the disease. These treatments are rare and extremely expensive, far out of reach for most of inhabitants of Paradise Lost. Only the wealthiest individuals - or those with strong faction connections - can afford this temporary reprieve, leaving the majority of infected to face the inevitable decay without hope.



[ ⛧ Magic ⛧ ]

Magic in the underworld is a force tied to the world itself, flowing through the very fabric of Paradise Lost. It is a rune-based system, with practitioners drawing energy from their surroundings by inscribing runes that act as conduits for power. Each rune is a symbol tied to specific types of energy - fire, shadow, life, decay, and so on - allowing the caster to shape the energy into spells or tools. Mastery of runes requires precision, focus, and a deep understanding of their meanings; a poorly drawn or misunderstood rune can backfire catastrophically.Technically, anyone can use magic, as runes are accessible to all who take the time to learn. However, wielding runes properly and to their full potential requires practice, skill, and a certain amount of natural talent. It’s not just about drawing the symbol; it’s about understanding the energy it represents and manipulating it with care. Beginners might be able to use simple runes with limited effect, but more advanced spells are the domain of those who dedicate themselves to studying the intricacies of rune magic.Runes take many shapes and forms, each carrying unique properties and effects. While most practitioners rely on established runes, new runes can be created - though doing so is far more difficult than mastering existing ones. The more intricate or complex a rune, the harder it is to control.Runes are powered by energy drawn from the environment - anything from ambient heat to the latent power in stones, air, or even soul energy. The stronger and more abundant the source, the more powerful the spell. However, the balance of magic is delicate, and overuse can deplete the area’s energy, leaving it barren and unusable for further magic. This limitation forces practitioners to wield their power carefully, especially in a world already being consumed by the Erosion.Because of the thinning veils between the realms, runes have also begun to take effect on Earth in certain places. In areas where the barriers between worlds are weakest, practitioners on Earth can draw on ambient energy to power runes, creating pockets where magic has become a strange and dangerous reality for mortals. These areas are unpredictable, and the energy there can often behave differently than it does in the underworld.



For RP purposes, runes can be used however you like in writing or storytelling - feel free to get creative with their applications! However, to use runes in combat, they must first be purchased in the combat shop.



[ ⛧ Combat ⛧ ]

The combat system used in Paradise Lost is heavily inspired by Dungeons & Dragons (5th Edition), but don’t worry - it’s also been heavily simplified to make it easier to learn and use. If you’re new to tabletop mechanics, it might seem a little intimidating at first, but once your character sheet is set up, everything flows smoothly.Participation in combat is completely optional, so you’re free to focus on roleplaying and/or drawing if that’s more your style. However, if you’d like to dive into combat scenarios, you’ll need to set up a Dicecloud sheet for your character. This will track all your stats, rolls, and abilities, making it easy to manage during encounters.



[ ⛧ Events ⛧ ]

Each season, there will be one event, roughly occurring during spring (March-May), summer (June-August), autumn (September-November), and winter (December-February). These events will typically run for 2-3 months, with a short pause of max. a month between events to allow everyone time to breathe and reset.During events, members can complete a variety of prompts, including art prompts, writing prompts, and combat prompts. Completing these prompts will earn you additional Soul Coins (SC) and sometimes also Rank Points. Rank Points contribute to your Rank within the faction your character is in. The higher your rank, the higher you are positioned within your faction. Higher rank levels also come with combat boni. For a full list of boni tied to each level, and how many Rank Points are needed to rank up, refer to the Member Registry.Each event will also feature one or multiple goals tied to the ongoing story of the underworld and the struggles of Paradise Lost. Goals may vary for each faction, giving them specific tasks to focus on, but participation is entirely optional, and members are free to contribute as much or as little as they like. Whether these goals are achieved depends on how many members participate, and the results will affect the story. For example, one faction might be tasked with defending a key district from Wretch attacks, while another focuses on researching a solution to halt the Erosion. If the goals are completed, it may lead to positive story progression, while failure could bring new challenges or complications for future events.Goals are designed to be manageable and enjoyable, not overly ambitious or stressful. The focus is on having fun and enjoying the creative process, not turning your hobbies into a chore. Whether you fully participate or only complete a few prompts here and there, your contributions matter and help shape the world.




At the end of each event, there will be a story update detailing the results of the event and how the story has progressed.



[ ⛧ Shop ⛧ ]

You can use the Soul Coins (SC) you earn to buy things from the shop. Some items might only be available for purchase once you reach a higher rank. The list of purchasable items will expand as the story progresses.



[ ⛧ Earnings ⛧ ]

Soul Coins (SC) can be earnt through art, writing, and sometimes combat within the group. These coins serve as the primary currency in Paradise Lost. They can be used in the shops to purchase a variety of items. Soul Coins are being tracked per member, not OC. Earnt SC can be calculated using the art/writing calculator. However, if you prefer, SC can also be calculated manually.Rank Points can be earnt by completing specific event prompts. Unlike SC, they are tracked per OC, not per member.




Art Earnings




Writing Earnings



[ ⛧ Sin Resonance ⛧ ]

Sin Resonance offers an additional way to expand your character dynamics while earning extra rewards for art, writing, and even combat.There are five levels of Sin Resonance, with each level granting increasingly bigger boni to art and writing earnings whenever resonated characters are depicted together. At Level 5, the bond becomes something even stronger, unlocking a unique combat bonus tied to the sin that best defines their relationship: Wrath, Pride, Envy, Greed, Gluttony, Sloth, or Lust.To level up Sin Resonance, members need to create submissions featuring their characters interacting. Each level requires a total submission value of 220 Soul Coins per person. If more than two characters share the bond, the requirement increases for everyone involved. For example, if there are three characters resonating together, the required value is 440 per person, and for four, it’s 660 per person, etc. Multiple submissions can be used to reach the required value; it doesn’t have to be achieved in a single piece.In combat, Sin Resonance Level 5 unlocks a combat bonus. If a character has multiple Level 5 Resonance bonds tied to the same sin, the boni do not stack. For example, if Character A shares a Wrath Resonance with both Characters B and C, they only gain the +5 damage bonus once. However, bonds tied to different sins do stack. If Character A has a Wrath Resonance with Character B and a Lust Resonance with Character C, they would gain both the +5 damage and +5 healing boni when fighting together.Upon completing the requirements for a Sin Resonance level, members can claim it in the designated Discord channel. Once approved, your new Resonance boni will take effect immediately; however, they will not apply retroactively to past submissions or combat encounters. Sin resonance is tied to characters, not members.



[ ⛧ OC Creation ⛧ ]


Visual App
a visual app is not mandatory


> min. requirement: coloured, cleaned up sketch of the halfbody or fullbody
> you may use already existing art of your character as long as it fits the requirements and setting> you may use commissioned art, but you must have the artist's permission to use it in this way and credit them> you may use any font and colour you like as long as the info is readable> you may not change the backdrop of the fullbody art, you do may change the border colours


Written App


> min. requirement: info on the app template
> additional information may be added, such as nicknames, sexual orientation, hobbies, etc.> any medium/platform may be used to upload the app as long as its publicly accessible> the dicecloud sheet does not necessarily have to be ready by the time the app is being submitted, it can be added later (or never if you don't want to participate in combat at all)




Application Process


Opening: End of May/Start of June
> reservations are not mandatory> app checks are not mandatory, but highly recommend> there is no limit on how many app checks you can get> app checks can be requested until March 13th> more info can be found in the Discord server




Why did my app get rejected?


Individual feedback won't be sent out, but if you don't make it in, then it's most likely because at least one of the following reasons apply to your application:
> your app is incomplete; anything beyond the min. requirements for written and visual app are completely optional but your app has to meet the min. requirements> your app isn't compliant with the lore/world setting> too many adjustments are needed; small fixes are easy to make, but if there is a bigger or too many things that need to be adjusted, an app won't pass (that's why app checks are highly recommended!)> notes from app checks are disregarded or barely acknowledged; if you have any questions or disagree with something, then please voice this and don't simply ignore the feedback you were given> you have displayed unpleasant behaviour in the guest-chats; we are a community, if you make people repetitiously uncomfortable/upset with the way you act, it will reflect on your application



[ ⛧ Rules ⛧ ]

Communication is key
Conflict and misunderstandings are inevitable and happen in groups. Please keep in mind that people rarely intend to upset others. If someone upset you, give them a chance to adjust their behaviour. The best way to keep things from escalating is to communicate clearly, promptly and kindly. Passive aggressive comments will only make things worse and won’t solve anything. When needed, you can reach out to the mod to help you sort out any issues at any given moment.
Treat everyone with respect
No topics are forbidden, but you should treat everyone with respect and approach sensitive topics appropriately if you want to broach them. It’s okay to vent, but please avoid creating an overly pessimistic atmosphere and pulling other members down with you if you aren’t feeling well. This is an LGBTQ+ friendly group and hate speech of any kind won’t be tolerated.
Don’t shadow block members
You don’t have to interact with every single group member if you don’t want to, but shadow blocking another member causes several issues. It hinders the group’s ability to function. If a group of people are in a channel and chatting but one of them isn’t aware that they are invisible to another member, it causes a lot of confusion. It also prevents the mod from moderating properly; if someone did something so bad that it’s blockable, the mod should be aware of it. If you want to block someone but don’t feel comfortable talking to them, inform the mod first. Blocking another member should always be the last resort and not the first step in order to resolve a conflict. Please let the mod do their job first.
Don’t be horny on main
This is a 21+ group, jokes are fine here and there, but please don’t go overboard. Use the appropriate channels if you want to talk about things in detail. NSW artwork should never be posted outside of the designated channels.
Use the chats properly
Each chat has its proper use. Please check the pinned messages to see the individual information. Don’t worry if you click on the wrong chat when sending a message once or twice. It happens. Just don’t make a habit out of it, please.
Separate IC and OOC
Just because someone disagrees with your character, or their character doesn’t get along with yours, doesn’t mean that they dislike you. Please keep this in mind.
Don’t godmod
Never losing, being invulnerable or too powerful, etc. is never fun for anyone - except maybe for yourself. Don’t forget that RPing is a cooperative experience.
AI art and tracing
AI art is not allowed. The same goes for tracing over another artist's artwork. Don't steal art that isn't yours, that's not cool. Using bases is okay as long as credit is given where credit is due.
Respect the mod’s time
The mod isn’t just a mod, they are also a member of the group. If you see the mod in the general chat or in the VC, please don’t ask them any mod-related questions. Instead, post them in the questions channel or open a ticket.